Self-Correcting Materials Self-Correcting Materials help students maintain attention to academic tasks. The student can approach each response with a "game-playing attitude." When self-correcting materials are used, some cheating should be expected at first. Although, many students initially enjoy beating the system, eventually it becomes more fun to select an answer and see whether it is correct.
Flap: When using this device the student can bend the flap up or to the side to reveal the answer to the question or problem.
Windows:Small windows can be cut out to show the correct answer. Spinning Wheels is an example of Windows.
Stylus:Feedback can be provided by using a stylus with certian types of stimulus cards.
Matching Cards:Sets of cards are prepared with the problem or question on one card and the answer on another card.
Pocket:Pockets can be made easily by stpling envelopes to the back of the learning material. Pockets usually hold sometype of answer key.
Holes:Problems are written on one side of a card or sheet and a hold is punched beside or underneath each item. The answer to each problem is written on the back of the card next to or under the hole.
Clips:
Clips such as clothespins or paper clips can be used to provide feedback. For example a cardboard pizza wheel can be divided into segments with a task stimulus presented in each segment.
Strips on a folder:Strips are cut in one side of a manila folder , which is then laminated. Worksheets containing problems and answers are inserted into the folder so that only the problem is presented.
Simple Board Game:Any instructional task that can be presented on a card and preformed in a few seconds is suitable. Answer key and peer correction provide feedback.
Mystery Detective:Reading comprehension. See sentence clue card- select the meaning of underlined portion in terms of how, what, when, who, why, or where. The feedback device has tabs with numbers that match thos on the clue cards are used to provide feedback. For example, a number on a What card will be on the tab labeled What thus, a correct response results in a number match between the card and the tab.
Self-Correcting Materials help students maintain attention to academic tasks. The student can approach each response with a "game-playing attitude." When self-correcting materials are used, some cheating should be expected at first. Although, many students initially enjoy beating the system, eventually it becomes more fun to select an answer and see whether it is correct.
Flap: When using this device the student can bend the flap up or to the side to reveal the answer to the question or problem.
Windows:Small windows can be cut out to show the correct answer. Spinning Wheels is an example of Windows.
Stylus:Feedback can be provided by using a stylus with certian types of stimulus cards.
Matching Cards:Sets of cards are prepared with the problem or question on one card and the answer on another card.
Pocket:Pockets can be made easily by stpling envelopes to the back of the learning material. Pockets usually hold sometype of answer key.
Holes:Problems are written on one side of a card or sheet and a hold is punched beside or underneath each item. The answer to each problem is written on the back of the card next to or under the hole.
Clips:
Clips such as clothespins or paper clips can be used to provide feedback. For example a cardboard pizza wheel can be divided into segments with a task stimulus presented in each segment.
Strips on a folder:Strips are cut in one side of a manila folder , which is then laminated. Worksheets containing problems and answers are inserted into the folder so that only the problem is presented.
Simple Board Game:Any instructional task that can be presented on a card and preformed in a few seconds is suitable. Answer key and peer correction provide feedback.
Mystery Detective:Reading comprehension. See sentence clue card- select the meaning of underlined portion in terms of how, what, when, who, why, or where. The feedback device has tabs with numbers that match thos on the clue cards are used to provide feedback. For example, a number on a What card will be on the tab labeled What thus, a correct response results in a number match between the card and the tab.